Glimmer of CharmSpell 5
Source Pathfinder Secrets of Magic
Traditions Arcane, Occult, Primal
Cast

Area 20-foot emanation
Duration 1 minute
Saving Throw Will
You're bathed in a smooth, almost glittering aura that improves the attitude of those near you. Any creature that ends its turn in the aura must attempt a Will saving throw with the following effects. No matter the result, it's then temporarily immune for 24 hours. The effect lasts until the spell ends, even after the creature leaves the aura.
Critical Success The creature is unaffected and is aware of the aura.
Success The creature's attitude toward you improves by one step. If that improves its attitude to at least Indifferent, it can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies.
Failure The creature's attitude toward you improves by two steps. It can't take hostile actions against you, though the effect ends as soon as you take a hostile action against the creature or its allies.
Critical Failure The creature's attitude becomes Helpful to you, though the effect ends as soon as you take a hostile action against the creature or its allies. While the creature is helpful, it can't take hostile actions against you.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AuraAn aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
EmotionThis effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
IncapacitationAn ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.